Robot Designing




This page is generally only used by GMs.

Designing a robot is similar to designing a psi morph, but with several important differences.
- Robots do not have a willpower attribute.
- Robots do not have ISPs.
- Robots have a loyalty rating that determines how susceptible they are to certain negotiating sciences.
- Robots do not receive the beenfits of a species type. They do receive the benefits of a body type, though.
- Robots have one or more robot classes that determine how certain sciences affect them.
- The number of attribute points and skill points that robots get varies greatly. Some get very few, some get very many, some get an amount somewhere in between. The GM should make a strong effort to be fair, and should be careful to not make the robots too powerful for the players.

Powerful robots (semi-bosses) have the following disciplines available to them in addition to those available to psi morphs. It is recommended that the GM not include more than 2 to 4 semi-bosses per mission.
2X hp - The robot's hp is doubled.
Brutal Attack - All of the robot's attacks do +5 damage.
Brutal Psionics - All of the robot's pseudo-psionics do +5 damage.
Combat Hindering - While the robot is nearby, the players get a -2 penalty on their Combat rolls.
Extra Attack - Whenever the robot attacks, it may make an extra attack at no penalty.
Improved Combat Hindering - While the robot is nearby, the players get a -2 penalty on their Combat rolls.
Inner Strength Sapping - Whenever a psi morph is struck by an attack from this robot, that psi morph loses 2 general ISPs. If the psi morph is out of general ISPs, then he/she loses 2 ISPs of a type chosen by the robot.
Life Stealing - Each round, if the first attack made by the robot hits, the robot gains hp equal to half of the damage successfully dealt (round up.)
Lightning Quickness - Allows the robot to act before the players, with the exception of players who have the Lightning Reflexes combat discipline.
Other - If the GM has an idea for a robot science that will add to the game, he/she can consider using it. The GM should make a very strong effort to be fair to the players, though.
Psionic Hindering - While the robot is nearby, the players get a -5 penalty on their rolls to use psionic forces.

Very powerful robots (bosses) have the following disciplines available to them in addition to those available to psi morphs and those available to semi-boss robots. It is recommended that the GM not include more than 1 or 2 bosses per mission.
3X hp - The robot's hp is tripled.
Devastating Attack - All of the robot's attacks do +10 damage.
Devastating Psionics - All of the robot's pseudo-psionics do +10 damage.
Double Extra Attack - Whenever the robot attacks, it may make two extra attacks at no penalty.
Great Combat Hindering - While the robot is nearby, the players get a -6 penalty on their combat rolls.
Great Inner Strength Sapping - Whenever a psi morph is struck by an attack from this robot, that psi morph loses 4 general ISPs. If the psi morph is out of general ISPs, then he/she loses 4 ISPs of a type chosen by the robot.
Great Life Stealing - Each round, if the first attack made by the robot hits, the robot gains hp equal to the amount of damage successfully dealt.
Great Psionic Hindering - While the robot is nearby, the players get a -10 penalty on their rolls to use psionic forces.
Overwhelming Combat Hindering - While the robot is nearby, the players get a -8 penalty on their Combat rolls.
Other - If the GM has an idea for a robot science that will add to the game, he/she can consider using it. The GM should make a very strong effort to be fair to the players, though.

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